Raid: World War II: Difference between revisions

(Created page with "* This game lost most support after launch and has only recently seen updates from a group of modders elevated to devs. Expect new content only very slowly. == The Basics == * You are going to suck at first. Your skills, your weapons, your number of skills available, everything, improve through use. * Experience is applied to skills you have equipped, and additional skills and skill slots are unlocked as you level up – you also need to purchase them with gold, thoug...")
 
No edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
== The Basics ==
* This game lost most support after launch and has only recently seen updates from a group of modders elevated to devs. Expect new content only very slowly.
* This game lost most support after launch and has only recently seen updates from a group of modders elevated to devs. Expect new content only very slowly.
== The Basics ==


* You are going to suck at first. Your skills, your weapons, your number of skills available, everything, improve through use.
* You are going to suck at first. Your skills, your weapons, your number of skills available, everything, improve through use.
Line 16: Line 16:


* When you finish a weapon challenge, you will need to manually finish it at the safehouse to get the stat upgrade and start the next tier. This also applies to weapons shared between classes.
* When you finish a weapon challenge, you will need to manually finish it at the safehouse to get the stat upgrade and start the next tier. This also applies to weapons shared between classes.


== Builds ==
== Builds ==
Line 25: Line 24:


* Damaged enemies usually dodge or get stunned, and that means they aren't firing back. This makes automatic weapons, which spray limited damage, very effective against crowds.
* Damaged enemies usually dodge or get stunned, and that means they aren't firing back. This makes automatic weapons, which spray limited damage, very effective against crowds.


== Enemies ==
== Enemies ==
Line 36: Line 34:


* Tanks are invincible, but the aim on their main gun sucks. Just avoid them.
* Tanks are invincible, but the aim on their main gun sucks. Just avoid them.


== Stealth ==
== Stealth ==

Latest revision as of 22:03, 13 January 2026

The Basics

  • This game lost most support after launch and has only recently seen updates from a group of modders elevated to devs. Expect new content only very slowly.
  • You are going to suck at first. Your skills, your weapons, your number of skills available, everything, improve through use.
  • Experience is applied to skills you have equipped, and additional skills and skill slots are unlocked as you level up – you also need to purchase them with gold, though.
  • You have some initial hidden grace from incoming fire, but this doesn't apply separately to multiple damage sources. Crowds of weak enemies are thus more dangerous than individual strong ones.
  • "Operations" are multi-mission sequences. You do not have to play through an operation all at once. The two with dedicated storylines have some unique events and flair, as well as jank and serious difficulty spikes.
  • If you find a yellow "intel" folder in a mission that you finish successfully, you will get a chance at an "outlaw raid", which is basically focused on getting gold.
  • Other than skill stuff, all gold purchases are cosmetic and do nothing.
  • When you finish a weapon challenge, you will need to manually finish it at the safehouse to get the stat upgrade and start the next tier. This also applies to weapons shared between classes.

Builds

  • Health and ammo mostly comes from enemy drops or static, limited spawns in the environment. Skills that get you more of these resources are usually the most important.
  • The Assault character class has especially high health and good weapons, making them much easier to use for most purposes. Their starting M1 carbine sucks no matter how much you upgrade it, though. Swap it out ASAP.
  • Damaged enemies usually dodge or get stunned, and that means they aren't firing back. This makes automatic weapons, which spray limited damage, very effective against crowds.

Enemies

  • Flamethrower enemies have an armored, explosive backpack – get used to targeting it over their shoulder, as it's much faster to destroy than aiming for the head. They're a bit weak to grenades.
  • "Officers" with radio backpacks don't just spawn elite SS enemies, they silently make everything harder by changing AI and spawn behaviors. Kill them ASAP.
  • There is usually no limit or cap on how many spotters or snipers can spawn, and they can flood you in open city areas.
  • Tanks are invincible, but the aim on their main gun sucks. Just avoid them.

Stealth

  • Stealth is mostly about learning guard patterns and finding weak spots. Higher difficulties add more guards in new patrol patterns.
  • A few missions will silently respawn several guards after you kill a set number. Some missions (Rogue's Gallery, Hunters) spawn the same number as you killed, making clearing the map impossible. Others (Kelly, Tiger Trap) will gradually depopulate if you work at it. Respawning guards walk unpredictably on their way back – be careful.
  • The Apex Predator skill is very important for stealth, as is the all-powerful "scuttler" skill.
  • The Welrod pistol is silenced and is the only viable stealth gun.
  • The coin equipment is also very useful in stealth – you can pick up a coin after dropping it to attract a guard. Do so; if the guard gets to it, he'll eat the coin and you'll be unable to collect it from his corpse.